Tô be honest I have never thought that it could be possible to survive a trailblazer deploy without atmo suits. You've opened my eyes for early game rocketry, thank you my friend
you sir are a real hero! past two months i spent my quality time with your videos. oni would be impossible without your guidance. thanks to you my colony is thriving. (cycle 1580)😊
Started to play this game a little while ago and watched some tutorials that are out there but yours are the most comprehensive yet straight to the point that I have seen so far. Having all aspects covered in their own video must have taken allot of planning, writing and time so many thanks for that! It's really appreciated!
For the advanced method, dupe morale can cause them to be stressed outside of your home planet especially if they have a lot of skills, so I tend to reset them prior to sending them to a new planet where they'll have a lowered need but this is only for a dupe that's multi talented
Yeah, morale is quite an important topic for dupes on other planetoids that I didn't really cover here. Using a great hall in the rocket design (and any other bathroom/bedroom) will certainly help, in addition to any food quality. I find the key skills are explorers is digging so they can get through anything, and any other skills can be brought later.
@@GCFungus having failed a bunch of time at this, yeah I eventually picked up that my rocket is my saviour, but I must add that I never thought of taking suits in the ship, that's awesome, I usually wear suits to the rocket, unequip and then put them back on before I deploy to the new planet, but of course I run out and sometimes fail with a oxygen setup on the rocket lol Thank your for that
Luckily, you can get quite a lot of morale on your dupes in the rocket if you know what you're doing. Feed them berry sludge for +8, great hall for +6, decor bomb them for +8-12, and you can have some strong dupes for colonization
I always use the rover in the early deploys as it can build some basic infraestructure for the dupes, as laders and if the terrain allows it, liquid airlocks, but the low tech planetoid rush was new to me.
Rovers allow you to colonize with CO2 rockets. Rovers are excellent at preparing a Planetoid for colonization. Land it , collect resources, build ladders, wiring, storage, airlocks, rooms. Pick up orbital packages of 800 metal. This means you can land a single dupe on the second trip and it only has to construct the rocket pad and climb back into the landing ship.
100% this is what I do too. Fuel for rockets is often easier to pursue than trying to optimize your rocket to do more in a single trip. Put your colonizer rocket first with a rover, send it to the new place, get them to start and head home. Do this again on other planetoids if you want, or send two rovers (you'll have a bunch of materials). Just don't forget to make your rover / trailblazer out of the same material (when in doubt, use steel... it's always good), and once you have that platform you're more or less golden.
I usually use a rover to do some exploring on planetoids without the expense of sending a dupe. Plus can deconstruct the lander for steel to build launchpad eventually
After rocket platform is up, rovers can re-deplyed multi times as long as you have enough steel and fuel to launch. They don't take damage in magma, which make them execellent when dealing with magma. Superconducting and reverse planetoid are their best use case. With rovers, building a 'tunnel' through magma boime to the target artifact place, or 'magma crashing doors' to get rid of magma can become much safer.
I've found an interesting method if it's a bit too hostile to send down dupes before you get suits: send a rover down and make it build a minipod then spawn the dupe on the planetoid, to build the platform, it's a little risky if you care about dupes but they won't have any skills yet
You have to use a checkpoint and dock at the entrance/exit of the spacefairer module interior. That way they will always leave the module in a suit, even if in a trailblazer.
I thought carefully about how far to explain with this. I stopped here, because once you have a rocket platform, you can land long term living rockets with food, oxygen and materials with atmo suits. Building a colony from here is then no different to starting any new colony (in fact it could be said to be easier in many ways, as you have atmo suits, extra building material, research, and no concern about food/oxygen supplies). The key things to set up for a self-sustaining colony are oxygen (likely from a water/steam geyser), and food (which can be grown or shipped). It would be a very long video to explain all of that, and I hope I covered all of the necessary topics in the videos for rocketry, food, oxygen and cooling. I am also working on a video for geysers which will help with capturing the necessary water.
Landing on the asteroid without a suit and digging straight into the closest pocket of oxygen is kinda horrifying. You said you have oxygen for the start of life support but you also vented it into space! Landing with a suit is almost necessary. If you don't have a dock on the spacecraft you can manually take off the suit by selecting the dupe, and put in on again by selecting the suit and assigning to the dupe, similar to clothing. The suit will retain its oxygen while sitting on the floor. The same goes for oxygen masks but they hold less. Obviously there is an advantage to having a rocket platform but it isn't necessary until you plan on leaving again. If you drop cargo pods with algae, berry sludge, maybe building materials, then robots to build the walls, floors, ladders, tunnels, and toilets ahead of time, the suit's oxygen will give you time to make the basics. So you don't need to return to the rocket just for life support. The robot can build the walls, floors, ladders, and tunnels your early colony will need. You can't build the rocket platform but you can build the structure that will go around it, rather that building the first platform where ever. In the example rocket exhaust will melt the ground eventually. Robots are inferior to dupes but they don't need any resources. You get back the metal by demolishing the robot and lander. You can dig toward an oxygen pocket and build a small wall behind you, and later a dupe can replace the wall with an actual door. They can't do much but can get a head start on establishing a colony, so the dupes only need to build the key buildings rather than the room they go into.
when dupes run out of oxygen they will fill their lungs even if the pocket of oxygen is only a gram or so. its a kind of bug. the oxygen from polluted water can be vented as such as it is continuously reproduced and quantity doesnt matter.
I feel dumb. I never even considered trying to fit infinite oxygen storage into a rocket. I'm also surprised you can do it with water; I tried that once and was having difficulty keeping the vents from becoming over-pressured due to too much liquid, or over-pressured due to not enough liquid.
You can do infinite gas storage with any liquid, and I did cover that in the Infinite Storage Tutorial Bite if you haven't caught that already. The key point is to have at least 2 tiles, and a low enough pressure to not over-pressure the vent. That's 2kg for a normal gas vent, or 20kg for a high pressure vent.
@@GCFungus Ah, I understand. That's why you used the high-pressure vent? I assume that's going to be a lot less touchy with how much water you place down. I thought it was just how liquids interacted with vents due to it being a liquid rather than a gas in the same space. I probably could have saved myself a lot of headache had I known that before. Thank you.
That was when there was still a visual bug (I believe now fixed) where the atmo suits didn't show their helmets correctly even though they were being worn.
Could you point me to the tutorial on the infinite oxygen storage? Or is it just the trick that a little liquid we have over the high pressure went? Edit: just tried, but the vent says "Gas vent overpressure" when it has water as I saw it on your video
So the infinite storage video is here ua-cam.com/video/7DVryDEbdcY/v-deo.html and explained all the types of storage you can do for gases. For the gas vent in liquid trick, you still must have less liquid mass on the tile than the vent overpressure level. If you use a normal gas vent then it must be under 2kg/tile, or 20kg/tile for the high pressure vent.
@@GCFungus Thx. Ah yeah, that was the problem, I couldn't manage to pour less than 2kg in a tile... but finally managed it, by a bottle emptier and quickly turning off the liquid selection after the first drop fell....
I didn't specifically mention here, but yes sunburn and radiation exposure are series issue that can happen when colonizing. Finding some tiles to shelter under may be advisable to help avoid this early on.
I was actually hoping for some tips on building a minimal functional colony on planetoids. Ideally something that can be abandoned for hundreds of cycles, not throw any errors to clutter up my feed, and then be reactivated with minimal or no fuss when dupes return. Exactly what things such a colony should provide is one of the tips I'm looking for. I would assume oxygen, sanitation, power, and stress need to be maintained, food can probably be sourced off-world reasonably enough and would only be something if you are planning for permanent habitation.
I did think carefully about what to include here buts it's very difficult. Yes you will need power, oxygen and food, but running a colony on another planetoid is functionally the same as running it on your starting one or any other. I can't include in this guide how to fully run a base, that is essentially a full game tutorial. And in terms of making it low maintenance and automated, that's further complexity and information still. That's why I left it as such and hope the other Tutorial Bites cover the necessary skills to run any colony.
Tô be honest I have never thought that it could be possible to survive a trailblazer deploy without atmo suits. You've opened my eyes for early game rocketry, thank you my friend
It's not something I really recommend, but I have played on maps where it is the only option so had to include it!
you sir are a real hero! past two months i spent my quality time with your videos. oni would be impossible without your guidance. thanks to you my colony is thriving. (cycle 1580)😊
Started to play this game a little while ago and watched some tutorials that are out there but yours are the most comprehensive yet straight to the point that I have seen so far. Having all aspects covered in their own video must have taken allot of planning, writing and time so many thanks for that! It's really appreciated!
For the advanced method, dupe morale can cause them to be stressed outside of your home planet especially if they have a lot of skills, so I tend to reset them prior to sending them to a new planet where they'll have a lowered need but this is only for a dupe that's multi talented
Yeah, morale is quite an important topic for dupes on other planetoids that I didn't really cover here. Using a great hall in the rocket design (and any other bathroom/bedroom) will certainly help, in addition to any food quality. I find the key skills are explorers is digging so they can get through anything, and any other skills can be brought later.
@@GCFungus having failed a bunch of time at this, yeah I eventually picked up that my rocket is my saviour, but I must add that I never thought of taking suits in the ship, that's awesome, I usually wear suits to the rocket, unequip and then put them back on before I deploy to the new planet, but of course I run out and sometimes fail with a oxygen setup on the rocket lol Thank your for that
Luckily, you can get quite a lot of morale on your dupes in the rocket if you know what you're doing. Feed them berry sludge for +8, great hall for +6, decor bomb them for +8-12, and you can have some strong dupes for colonization
I always use the rover in the early deploys as it can build some basic infraestructure for the dupes, as laders and if the terrain allows it, liquid airlocks, but the low tech planetoid rush was new to me.
2:27 How did you know this was the exact reason i needed this tutorial?!
Because I ran into that situation myself!
Rovers allow you to colonize with CO2 rockets.
Rovers are excellent at preparing a Planetoid for colonization. Land it , collect resources, build ladders, wiring, storage, airlocks, rooms. Pick up orbital packages of 800 metal.
This means you can land a single dupe on the second trip and it only has to construct the rocket pad and climb back into the landing ship.
Everything @idjles said should be a pinned comment with the addition of rovers can deal with magma and rads in areas where dups would struggle.
This is what I do.
100% this is what I do too. Fuel for rockets is often easier to pursue than trying to optimize your rocket to do more in a single trip.
Put your colonizer rocket first with a rover, send it to the new place, get them to start and head home. Do this again on other planetoids if you want, or send two rovers (you'll have a bunch of materials). Just don't forget to make your rover / trailblazer out of the same material (when in doubt, use steel... it's always good), and once you have that platform you're more or less golden.
Rovers are good for testing, because you don't always want to risk your duplicants lives,
4:22 mfs are called "bad survivors" in game, and yet, they can survive in vacuum without suit
I usually use a rover to do some exploring on planetoids without the expense of sending a dupe. Plus can deconstruct the lander for steel to build launchpad eventually
After rocket platform is up, rovers can re-deplyed multi times as long as you have enough steel and fuel to launch.
They don't take damage in magma, which make them execellent when dealing with magma.
Superconducting and reverse planetoid are their best use case.
With rovers, building a 'tunnel' through magma boime to the target artifact place, or 'magma crashing doors' to get rid of magma can become much safer.
I have almost 800 hours and still haven't build a single rocket 😅 So I want to THANK YOU for your videos and hopefully now I can start exploring 😅❤
I've found an interesting method if it's a bit too hostile to send down dupes before you get suits: send a rover down and make it build a minipod then spawn the dupe on the planetoid, to build the platform, it's a little risky if you care about dupes but they won't have any skills yet
wow, your video had all information, I was seeking. Awesome!
Compact, informative, awesome!
I struggled the most with this, great video
Well done sir! Straight to the point and covering all of the mechanics. Thank you.
Gc another top vid thanks so much
Best guide!
Thanks for making this video!
Man your tutorials are great! Thank you!
Thank you very much !
the rover is good to clear the area and build rudimentary power supply for the beacon
Thanks for the video
thanks
How do you control whether dupes entering trailblazers will wear atmo suits?
You have to use a checkpoint and dock at the entrance/exit of the spacefairer module interior. That way they will always leave the module in a suit, even if in a trailblazer.
Muito bom o vídeo bem explicativo, sucesso ❤️
Thanks
Thank you very much!
One day I'll get to this point:')
I hope to see it!
Can you do a guide about actually making a colony after making a rocket platform?
I thought carefully about how far to explain with this. I stopped here, because once you have a rocket platform, you can land long term living rockets with food, oxygen and materials with atmo suits. Building a colony from here is then no different to starting any new colony (in fact it could be said to be easier in many ways, as you have atmo suits, extra building material, research, and no concern about food/oxygen supplies). The key things to set up for a self-sustaining colony are oxygen (likely from a water/steam geyser), and food (which can be grown or shipped). It would be a very long video to explain all of that, and I hope I covered all of the necessary topics in the videos for rocketry, food, oxygen and cooling. I am also working on a video for geysers which will help with capturing the necessary water.
@@GCFungus I understand
Landing on the asteroid without a suit and digging straight into the closest pocket of oxygen is kinda horrifying. You said you have oxygen for the start of life support but you also vented it into space! Landing with a suit is almost necessary. If you don't have a dock on the spacecraft you can manually take off the suit by selecting the dupe, and put in on again by selecting the suit and assigning to the dupe, similar to clothing. The suit will retain its oxygen while sitting on the floor. The same goes for oxygen masks but they hold less.
Obviously there is an advantage to having a rocket platform but it isn't necessary until you plan on leaving again. If you drop cargo pods with algae, berry sludge, maybe building materials, then robots to build the walls, floors, ladders, tunnels, and toilets ahead of time, the suit's oxygen will give you time to make the basics. So you don't need to return to the rocket just for life support.
The robot can build the walls, floors, ladders, and tunnels your early colony will need. You can't build the rocket platform but you can build the structure that will go around it, rather that building the first platform where ever. In the example rocket exhaust will melt the ground eventually. Robots are inferior to dupes but they don't need any resources. You get back the metal by demolishing the robot and lander. You can dig toward an oxygen pocket and build a small wall behind you, and later a dupe can replace the wall with an actual door. They can't do much but can get a head start on establishing a colony, so the dupes only need to build the key buildings rather than the room they go into.
when dupes run out of oxygen they will fill their lungs even if the pocket of oxygen is only a gram or so. its a kind of bug. the oxygen from polluted water can be vented as such as it is continuously reproduced and quantity doesnt matter.
I feel dumb. I never even considered trying to fit infinite oxygen storage into a rocket. I'm also surprised you can do it with water; I tried that once and was having difficulty keeping the vents from becoming over-pressured due to too much liquid, or over-pressured due to not enough liquid.
You can do infinite gas storage with any liquid, and I did cover that in the Infinite Storage Tutorial Bite if you haven't caught that already. The key point is to have at least 2 tiles, and a low enough pressure to not over-pressure the vent. That's 2kg for a normal gas vent, or 20kg for a high pressure vent.
@@GCFungus Ah, I understand. That's why you used the high-pressure vent? I assume that's going to be a lot less touchy with how much water you place down. I thought it was just how liquids interacted with vents due to it being a liquid rather than a gas in the same space. I probably could have saved myself a lot of headache had I known that before. Thank you.
5:54, how are the duplicants not dead of lack of oxygen?
That was when there was still a visual bug (I believe now fixed) where the atmo suits didn't show their helmets correctly even though they were being worn.
@@GCFungus ohhhh okay cool
Could you point me to the tutorial on the infinite oxygen storage? Or is it just the trick that a little liquid we have over the high pressure went?
Edit: just tried, but the vent says "Gas vent overpressure" when it has water as I saw it on your video
So the infinite storage video is here ua-cam.com/video/7DVryDEbdcY/v-deo.html and explained all the types of storage you can do for gases. For the gas vent in liquid trick, you still must have less liquid mass on the tile than the vent overpressure level. If you use a normal gas vent then it must be under 2kg/tile, or 20kg/tile for the high pressure vent.
@@GCFungus Thx. Ah yeah, that was the problem, I couldn't manage to pour less than 2kg in a tile... but finally managed it, by a bottle emptier and quickly turning off the liquid selection after the first drop fell....
Sunburn. :c
I didn't specifically mention here, but yes sunburn and radiation exposure are series issue that can happen when colonizing. Finding some tiles to shelter under may be advisable to help avoid this early on.
You should play Rimworld too and teach us how to efficiently murder babies.
I've not played Rimworld, but that sure sounds interesting...
recon uranus
I was actually hoping for some tips on building a minimal functional colony on planetoids. Ideally something that can be abandoned for hundreds of cycles, not throw any errors to clutter up my feed, and then be reactivated with minimal or no fuss when dupes return. Exactly what things such a colony should provide is one of the tips I'm looking for. I would assume oxygen, sanitation, power, and stress need to be maintained, food can probably be sourced off-world reasonably enough and would only be something if you are planning for permanent habitation.
I did think carefully about what to include here buts it's very difficult. Yes you will need power, oxygen and food, but running a colony on another planetoid is functionally the same as running it on your starting one or any other. I can't include in this guide how to fully run a base, that is essentially a full game tutorial. And in terms of making it low maintenance and automated, that's further complexity and information still. That's why I left it as such and hope the other Tutorial Bites cover the necessary skills to run any colony.
..............AND NOTHING ABOUT HOW TO USE ORBITAL CARGO,THO
=BUT OKKKKKKKKKKKKKKKKK,WILL TRY TO USE IT LIKE THIS
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